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321.
Zusammenfassung Deutlich weniger als in früheren Jahrzehnten garantiert ein Hochschulstudium allein einen reibungslosen übergang in den Arbeitsmarkt. Neben Auslandsaufenthalten, einem zügig und mit guten Noten beendetem Studium geh?ren Praktika zu den Ma?nahmen, die Studierende ergreifen, um ihre Chancen auf einen guten Arbeitsplatz nach dem Studium zu erh?hen. Ziel der Analysen, die in diesem Aufsatz dargestellt werden, ist es, zu untersuchen, inwieweit Personen, die ein hohes Ma? an Kompetenzen in Praktika erworben haben, einen besseren Berufseinstieg haben als Personen, die nur wenige Kompetenzen in Praktika erwarben. Am Beispiel bayerischer Absolventen der Betriebswirtschaftslehre (Universit?t) wird vor dem Hintergrund der Humankapitaltheorie gezeigt, dass der Kompetenzerwerb in Praktika sich zwar nicht einkommenserh?hend in der ersten Erwerbst?tigkeit auswirkt, aber die Chance auf einen inhaltlich und hinsichtlich der Notwendigkeit des Hochschulabschlusses ad?quaten ersten Arbeitsplatz nach dem Studium erh?ht.   相似文献   
322.
Educational games are increasingly used in informal and formal educational settings for promoting active learning and gaining students’ interest in cognitively demanding subjects, such as programming. However, empirical studies that investigate the true impact of educational games on teaching and learning programming, especially to small aged students, are limited. This article presents the results of a pilot study that utilized the educational game Run Marco for teaching basic programming concepts to primary school students. Students’ performance was studied through specially designed worksheets, while their acceptance of the intervention was evaluated through a questionnaire that was based on the principles of the Technology Acceptance Model (TAM). The results of the pilot study showed that the educational game supported students in comprehending basic programming concepts, while the results regarding the acceptance of its usage in the learning process were quite positive. However, the game did not succeed in raising students’ interest as expected and further research is necessary in order to study the reasons for this fact and make informed choices on designing and utilizing such games.  相似文献   
323.
ABSTRACT

The aim of this article is to analyse the ways in which migration plays out in adult students’ narratives about their occupational choice and future, focusing on three individual narratives of adult students with various experiences of migration to Sweden. Drawing on Sara Ahmed’s conception of orientation, our results show how the adult students’ narratives on their future occupations are formed on the basis of migration, pertaining to their particular experiences of being recognised as migrant Others. Among the three students, similar challenges emerge in terms of their claims for belonging. One the one hand, the students do claim belonging to the Swedish social community. On the other hand, they are – as ‘migrants’ – repeatedly reminded of their non-belonging to this community. In various ways, they feel out of place. Although migration, in the narratives, is not played out one and the same way, but in various ways, engagement in adult education as a means of finding a job appear as the main orientation guiding the futures of the adult students, as being an important way of finding a future and claim one’s belonging to the Swedish social community.  相似文献   
324.
The epistemology of relativism that is featured by the theory of radical constructivism is addressed. In particular, I examine several objections, all based on this epistemic position of relativism, that are often raised by critics of the theory: the charge of reality denial (which, it is often claimed, must lead ultimately to the epistemically problematic position of solipsism), the assertion of self-referential contradiction (a theory that rejects the notion of truth cannot itself claim to be true), and the accusation that the theory must lead to a position of ethical indifference. It is demonstrated that these objections do not hold: they arise, to a large extent, from the failure to distinguish properly between different knowledge domains – specifically, between the notions of cognitive and non-cognitive knowledge. Some concrete examples, specifically pertaining to the conflict between natural science and creationism, are addressed; and their relevance for science education is discussed.  相似文献   
325.
Abstract

Position effects (PE) cause decreasing probabilities of correct item responses towards the end of a test. We analysed PEs in science, mathematics and reading tests administered in the German extension to the PISA 2006 study with respect to their variability at the student- and school-level. PEs were strongest in reading and weakest in mathematics. Variability in PEs was found at both levels of analysis. PEs were stronger for male students, for students with a migration background (science and mathematics), and for students with a less favourable socio-economic background (reading). At the school level, PEs were stronger in lower school tracks and in schools with a high proportion of students with a migration background. The relationships of the test scores with the covariates partly reflected the covariates’ relationships with PEs. Our findings suggest that PEs should be taken seriously in large-scale assessments as they have an undesirable impact on the results.  相似文献   
326.
When people begin to study new material, they may first judge how difficult it will be to learn. Surprisingly, these ease of learning (EOL) judgments have received little attention by metacognitive researchers so far. The aim of this study was to systematically investigate how well EOL judgments can predict actual learning, and what factors may moderate their relative accuracy. In three experiments, undergraduate psychology students made EOL judgments on, then studied, and were tested on, lists of word-pairs (e.g., sun – warm). In Experiment 1, the Goodman-Kruskal gamma (G) correlations showed that EOL judgments were accurate (G = .74) when items varied enough in difficulty to allow for proper discrimination between them, but were less accurate (G = .21) when variation was smaller. Furthermore, in Experiment 1 and 3, we showed that the relative accuracy was reliably higher when the EOL judgments were correlated with a binary criterion (i.e., if an item was recalled or not on a test), compared with a trials-to-learn criterion (i.e., how many study and test trials were needed to recall an item). In addition, Experiments 2 and 3 indicate other factors to be non-influential for EOL accuracy, such as the task used to measure the EOL judgments, and whether items were judged sequentially (i.e., one item at a time in isolation from the other items) or simultaneously (i.e., each item was judged while having access to all other items). To conclude, EOL judgments can be highly accurate (G = .74) and may thus be of strategic importance for learning. Further avenues for research are discussed.  相似文献   
327.
The notion of general cognitive ability (or ‘intelligence’) is explored and why the time might now be ripe for educators to re-consider the power offered by a general intellectual capacity which is itself amenable to educational influence. We review existing knowledge concerning general intelligence, including the cohabitation of general and special abilities, cognitive modules, development, and evidence for plasticity of the general processor. We examine why this knowledge is generally absent from educational practice and present a number of models that attempt to synthesise the main aspects of current psychological theories. We explore how the models might be used in educational applications and look at examples of effective cognitive stimulation considering both practicalities and theoretical notions of what in our cognitive models is affected by stimulation. We discuss finally the possible political, cultural and social barriers to the inclusion of general ability as central to educational aims.  相似文献   
328.
This chapter reviews the fundamental assumptions, main results, and major problems of research on instructional quality and cognitive student outcomes. Although considerable progress has been made in this field of research, the present theoretical state, encompassing mostly simple process-product relations, is far from satisfactory. Findings from our own research demonstrate that it is both necessary and fruitful to expand the simple process-product paradigm by including cumulative, interactive, compensatory, and contextual effects.  相似文献   
329.
ABSTRACT

Background: Recent developments in STEM and computer science education put a strong emphasis on twenty-first-century skills, such as solving authentic problems. These skills typically transcend single disciplines. Thus, problem-solving must be seen as a multidisciplinary challenge, and the corresponding practices and processes need to be described using an integrated framework.

Purpose: We present a fine-grained, integrated, and interdisciplinary framework of problem-solving for education in STEM and computer science by cumulatively including ways of problem-solving from all of these domains. Thus, the framework serves as a tool box with a variety of options that are described by steps and processes for students to choose from. The framework can be used to develop competences in problem-solving.

Sources of evidence: The framework was developed on the basis of a literature review. We included all prominent ways of domain-specific problem-solving in STEM and computer science, consisting mainly of empirically orientated approaches, such as inquiry in science, and solely theory-orientated approaches, such as proofs in mathematics.

Main argument: Since there is an increasing demand for integrated STEM and computer science education when working on natural phenomena and authentic problems, a problem-solving framework exclusively covering the natural sciences or other single domains falls short.

Conclusions: Our framework can support both practice and research by providing a common background that relates the ways, steps, processes, and activities of problem-solving in the different domains to one single common reference. In doing so, it can support teachers in explaining the multiple ways in which science problems can be solved and in constructing problems that reflect these numerous ways. STEM and computer science educational research can use the framework to develop competences of problem-solving at a fine-grained level, to construct corresponding assessment tools, and to investigate under what conditions learning progressions can be achieved.  相似文献   
330.
Ecological knowledge is analyzed under psychological and educational aspects. In empirical studies three experimental settings were used to investigate this type of knowledge: (1) a computer simulation of an ecological system, (2) an environmental game as a new variant of the Commons Dilemma, and (3) a computerized text base on various aspects of an actual environmental problem. The subjects had to acquire and to apply this knowledge in making predictions, planning intervention, deciding about environmental measures etc. The results show which conditions impair the acquisition and correct utilization of ecological knowledge and how it is possible to provide well-structured learning environments for this content domain.  相似文献   
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